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Lyrandar Tower

An Adventure Site Sharn: City of Towers is a new book for use with the EBERRON
Web Enhancement for Campaign Setting. It provides a wealth of history and game
Sharn: City of Towers information about the city of Sharn, but you need not
set an entire campaign there to make use of this prod-
uct. Characters can visit Sharn for many reasons, and
they can travel the length and breadth of Khorvaire via
DESIGN
Sharn’s airships, which leave regularly from Lyrandar
Darrin Drader
Tower.
Designer Darrin Drader updates and expands the
EDITING information about Lyrandar Tower, otherwise known
Penny Williams as the airship docking tower, in Sharn. As always, feel
free to adapt the material presented here as you see fit
TYPESETTING to make it work with your campaign.
Eric Haddock

WEB PRODUCTION
Julia Martin
PREPARATION
You (the DM) need the D&D core rulebooks—the Player’s
Handbook, the Dungeon Master’s Guide, and the Monster
WEB DEVELOPMENT Manual—as well as the EBERRON Campaign Setting and Sharn:
Mark A. Jindra City of Towers—to use this adventure site. The information
presented here utilizes the D&D v.3.5 rules.
GRAPHIC DESIGN To get started, print out the adventure site. Read
Lisa Hanson through it at least once to familiarize yourself with
the situation, site, and major NPCs (particularly their
motivations). You must decide what kind of action takes
place here—whether the PCs simply visit the tower in the
course of normal business or have a particular reason to
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary go there.
Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, and Peter Adkison.
This WIZARDS OF THE COAST® game product contains no Open Game
Content. No portion of this work may be reproduced in any form
OVERVIEW
Because of its airship docking tower, Sharn is also
without written permission. To learn more about the Open Gaming
License and the d20 System License, please visit www.wizards.com/d20. known as the gateway to Xen’drik. Built on the Central
Plateau, Lyrandar Tower is one of the tallest structures
Check out the EBERRON website at www.wizards.com/eberron in the city. It measures 2,000 feet in diameter at the
This product uses updated material from the v.3.5 revision. bottom and 650 feet in diameter at the top.
DUNGEONS & DRAGONS, EBERRON, D&D, DUNGEON MASTER, D 20, D 20 SYSTEM , WIZARDS OF
The top floor of the tower houses the airship dock-
THE COAST, Sharn: City of Towers, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and
their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other
ing port—one of the busiest centers of activity in Sharn.
countries. The tower is the first sight that most visitors see upon
All Wizards characters, character names, and the distinctive likenesses thereof are
trademarks of Wizards of the Coast, Inc. arriving in the city, and it is often the only place visited
Distributed to the hobby, toy, and comic trade in the United States and Canada by regional
distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. by people here on business or just passing through.
Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of
the Coast, Inc. and regional distributors. Lyrandar Tower offers a wide array of services to the
This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited travelers who pass through it. Just about any product the
without the express written permission of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, organizations, places, or city has to offer is also available here, though at prices
events is purely coincidental.
ten to fifteen percent higher than elsewhere in the city.
But most travelers are willing to spend the extra money
for the convenience of having everything they need so
handy.
The actual docking port is on the top level of the dock, so it poses no hazard to people standing there, or
tower. The levels just beneath it house guilds and orga- to the structure itself.
nizations that offer a variety of services for hire. Wealthy In addition, each balcony is equipped for skycoach
individuals can book skycoaches, hire mercenary com- docking. Skycoaches often approach the balconies when
panies to protect their airships on particularly danger- their drivers see approaching airships, then wait there
ous journeys, or retain bodyguards for travel aboard an for disembarking passengers who want a quick ride to
OVERVIEW

airship as well as protection within the city. another part of the city. Such convenience usually costs
On the middle levels, travelers can rent lodgings up to double the going rate for such services.
for any length of time. The available rooms range from Although the tower has eight docking ports, no more
large and extravagant to barely large enough for a bed. than four are typically in use at any given time—two
The hostels are owned by several dragonmarked houses, for arrivals and two for departures. The other ports
which compete to draw travelers to their establishments. are reserved for periods of heavy traffic or emergency
Normally, all that differentiates one house’s inn from dockings. Occasionally a damaged ship puts in here for
another is the service provided by its staff. Most of the repairs and has to stay for an extended period, blocking
tower’s upper-scale lounges are also located in this por- off the dock where it is moored at great expense to its
tion of the tower. owner. Ships owned by House Lyrandar, however, can
Virtually every form of entertainment is available stay in port indefinitely at no charge.
in the tower’s lower levels. Visitors in search of a good At any time, hundreds of shuffling people—most of
time can visit the theater, socialize in any of several lively them standing in long lines—are waiting to board the
lounges, seek out an establishment that specializes in next airship. Along the north and south walls are two
providing companionship, or win or lose a fortune in large areas filled with chairs. Together, these lounges
the games of chance offered at the casinos. Many people provide seating for more than five hundred people.
who live on the Central Plateau object to the types of House Lyrandar provides refreshments, such as fruits
businesses found here, but since the city’s ruling houses and water, free of charge to the waiting travelers.
often have vested interests in the commerce conducted The safety of the airship passengers using this dock-
in the tower’s lower portions, such complaints rarely ing port is of paramount concern to House Lyrandar.
bring action. No fewer than fifty guards (primarily 3rd- to 5th-level
fighters and 3rd- to 5th-level wizards and clerics with
typical arms and armor) patrol this room at all times.
DOCKING PORT Two fighters wearing armor under their robes and a
The airship docking port is a single room that occupies wizard wearing austere gray robes and goggles of detect
the entire top floor of Lyrandar Tower. The walls of magic are stationed at each airship gate. This group is
this massive chamber are 30 feet high, and the domed charged with spotting any dangerous magic devices that
ceiling rises to dizzying heights. Four lifts located in embarking passengers are attempting to bring aboard
the center of the room allow easy access to the docking the ship. Ranged and melee weapons of low and moder-
port from the levels below. Two massive, 20-foot-high ate strength are allowed on board with the passenger,
doors pierce each of the four walls. Each door opens provided that each such weapon is secured in its sheath
inward to reveal a balcony from which hangs a massive, with a peaceknot.
fork-shaped dock. Passengers embarking on one of House Lyrandar’s
The balcony doors are normally kept open, regard- ships must undergo strict security checks. Any magic
less of the weather. A permanent magical field keeps out items that the wizards on the inspection teams cannot
the chill wind while allowing passengers to enter and identify or that they deem overly dangerous are confis-
exit their ships. The doors are closed only in the rare cated and placed in one of the ship’s locked cargo holds,
instances when the city is under attack. then returned to their owners upon reaching the des-
s Adamantine Doors (8): hardness 20, hp 400. tination. A few airships owned by other houses do not
Each balcony is equipped with a powerful light employ such stringent safeguards, but their passenger
housed in a compact light station (lighthouse). Powered lists are normally much more exclusive.
by a lead sphere bearing a permanent daylight spell, the
light is backed by a concave mirror that reflects the light
outward. The operator of each small light station scans ADVENTURE HOOKS
the sky for approaching airships. When its dock is avail- The airship docking port is normally a peaceful place,
able, the station acknowledges a ship by maintaining although unexpected violence does occur here occasion-
the light on its sails for several seconds. Upon receiving ally. Passengers with hidden agendas are commonplace,
this signal, the airship glides in beside the balcony from and some of them can be quite dangerous if their identi-
which the signal originated. After tying the ship into ties are discovered. The following adventure hooks can
place, the attendants drop a ramp from its deck so that be used to draw PCs into some action here.
passengers can embark or disembark. The ship remains • The PCs must take an airship to the area of a lost
airborne at all times, even while docked. The ring of fire ruin they intend to explore in Xen’drik or parts
encircling the airship is safely beyond the reach of the beyond. A band of mercenaries from a competing

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house has been charged with slowing the PCs down only in the reception area, where Captain Larinard,
in any way possible. They may attempt to prevent the the leader of the company, greets clients and conducts
airship’s departure, or they may try to delay the PCs, negotiations.
forcing them to catch a later flight. In either case, Hiring a mercenary band for a single voyage typi-

THE UPPER LEVELS


the characters should have a chance to spot their cally costs about 2,000 gp. Though the price is high,
adversaries before they make their move. many travelers who pass through dangerous skies con-
• One of the approaching airships is seized by hos- sider this amount a pittance when it comes to ensuring
tile forces during docking maneuvers. The pilot is their safety. A mercenary team can also be hired here for
badly injured at a critical moment, and the airship a more extensive outing lasting weeks or even months,
slams into the dock. Then damaged ship, which has though the price increases accordingly. In general, the
not yet been secured to the dock, begins to drift base price of 2,000 gp buys the services of a team for two
away. The PCs have the last clear chance to retake weeks (one week in each direction). Each week or part
it before it drifts off into one of the towers, killing thereof beyond that limit costs an additional 500 gp.
innocent passengers as well as hundreds of Sharn’s Glib characters may be able to negotiate with Cap-
residents. tain Larinard for a slightly lower rate. In most cases,
• A political opponent from Valenar has embarked the captain begins with an indifferent attitude toward
upon a mission to reduce House Lyrandar’s profits the characters. If the PCs can improve his attitude to
by undermining its airship operations. One of her friendly, however, he reduces the rate by 15%.
agents is currently in the docking port waiting for an D Captain Larinard: Male human fighter 7.
airship to arrive. The PCs have received vital clues The mercenaries who belong to this organization
that point to the agent’s presence, but they must find may also be hired out individually as bodyguards.
him among the crowd in order to interfere with his Important individuals who pass through the city are
plans. often targets for assassination, so additional protection
is considered a wise move. The going rate for a single
bodyguard is 200 gp for the first week and an additional
THE UPPER LEVELS 150 gp per week or part thereof after that.
Companies and organizations that cater to wealthy The fighters employed by the Hall of Steel and
travelers occupy the upper levels of Lyrandar Tower, Clouds typically live here, all sharing one large room
providing the kind of premium services that the well- filled with bunks. The wizards are required to check in
to-do expect. Often such travelers seek mercenaries on a daily basis for their assignments, but most of them
trained in aerial combat to ensure that they have proper maintain their own quarters in the middle levels of the
protection while traveling. Agencies that rent skycoaches tower.
for long-term use share the upper levels with those that Also located within the Hall of Steel and Clouds
contract personal bodyguards and other professionals. is a massive gym where the organization’s mercenaries
In fact, rumor holds that House Tarkanan operates in train against one another. Since their aerial fighting
the guise of a mercenary company, and its assassins can techniques are just as important as routine combat
be hired here by those in the know. maneuvers, three 30-foot-by-30-foot rooms have been
The following guilds and organizations maintain a equipped with specially created magic devices that create
presence on the upper levels of Lyrandar Tower. major image effects. Each device recognizes the commands
of the ranking officer in the organization and creates
THE HALL OF STEEL AND CLOUDS scenarios that provide the full experience of a danger-
Owned and operated by House Deneith, this business ous situation aboard an airship. The officer who created
hires out mercenaries who specialize in air combat. Its the scenario often uses a scroll or other magic item to
headquarters, known as the Hall of Steel and Clouds, become invisible so that he can observe the drills and
is located two levels beneath the docking port. Fifty debrief the mercenaries under his command after the
fighters and ten wizards, most of whom have skymage scenario has played out.
levels, are employed here to provide services for trav-
elers. Under normal circumstances, a group of ten Adventure Hooks
5th-level mercenaries can be hired with as little as one Below are two adventure hooks that relate to the Hall of
day’s notice. All the mercenaries in such a group are Steel and Clouds.
equipped with at least one magic item (such as winged • If the PCs are reasonably competent in battle, the
boots) that grants the power of flight. Hall of Steel and Clouds may wish to hire them. The
The walls in the Hall of Steel and Clouds are painted pay is 25 gp per week, plus any treasure taken from
blood crimson, and its rooms and hallways are deco- opponents they defeat while on assignment. Should
rated with statues of armored soldiers—some of which the PCs accept these terms, their first assignment is
are winged. Paintings depicting weapons, airships, and to accompany an anthropologist who is mounting an
armed battles hang on the walls. But creature comforts, expedition to Xen’drik.
such as plush chairs and couches, are notably missing • One of the evil organizations of Khorvaire has hired
from most of the complex. Such fripperies can be found a group of mercenaries from the Hall of Steel and

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Clouds. Though the mercenaries are not evil, their OTHER LOCATIONS
mission is to protect the mastermind of an evil plot Other prominent locations within the upper levels of
while he travels to fulfill his nefarious designs. Lyrandar Tower include the following.

THE SILVERSTREAK SKYCOACH The Noble Wyvern


THE UPPER LEVELS

RENTAL COMPANY This exclusive restaurant provides the highest quality


Serra Narim, a classy, red-haired woman in her mid- food in all of Sharn, served by the city’s finest chefs.
thirties, started this company five years ago and still Normally, only the nobility, the dragonmarked, and
heads it today. The Silverstreak has risen to prominence the city’s wealthiest merchants visit this establishment,
by putting several dragonmarked houses that previ- since the food costs 100 gp per plate.
ously operated from Lyrandar Tower out of business.
Because Serra is not dragonmarked, numerous people Fantasy Unlimited
from the noble houses of Sharn resent her and her For a fee of 150 gp an hour, patrons of this new estab-
company. But even though she has made her share of lishment can live out any fantasy in an illusionary envi-
professional enemies, no one has yet resorted to assas- ronment. Each guest describes her fantasy to a magic
sination—probably because she is betrothed to Telleth of item, which then generates an hour-long fantasy based
the dragonmarked House Kundarak, a man who wields on her comments. Some wish to see long-lost loved
some influence in the city. ones, others wish to experience exotic landscapes, and
The Silverstreak Skycoach Rental Company oper- still others simply want to live like royalty for an hour.
ates a fleet of twenty skycoaches, five to ten of which are Requests of a more carnal nature are also allowed,
rented out to single parties for extended periods of time. and this aspect of the business has made it a popular
The rest hover near the skyways and balconies in search attraction.
of people who need transportation to other areas within
the city. An adventuring party can rent a skycoach for
150 gp per day, and the coach and driver are at the THE MIDDLE LEVELS
renter’s beck and call until dismissed. The agreement People who fly into Sharn often require a place to stay
stipulates that if services are needed for more than 24 while taking in the sights or conducting business, so the
hours, the driver must return to Lyrandar Tower at least tower’s middle levels have been largely given over to tem-
once per day to switch out with another driver. porary lodgings for travelers. House Lyrandar prefers
D Serra Narim: Female human expert 8. not to manage these businesses, so this space is rented
out to some of the other merchants and dragonmarked
Adventure Hooks houses. These levels also contain some of the quieter,
The following adventure hooks can involve the Silver- more relaxing lounges in Sharn.
streak Skycoach Rental Company. Specific establishments operating in the tower’s
• The PCs catch a few glimpses of an ethereal skycoach middle levels include the following.
driven by a ghostly creature. Questioning the citi-
zens reveals that the ethereal coach belongs to the THE TEN TIER INN
former head of the dragonmarked House Tharashk. The Ten Tier Inn, one of the most hospitable hostels
Rumor holds that it flies throughout the city, but in Sharn, occupies ten levels in the central portion
occasionally stops at the site where a portion of the of Lyrandar Tower. This famous inn truly does offer
family’s treasure is hidden. Many have tried and something for everyone. Rooms range from utilitarian
failed to follow it to that fabled location. If the PCs chambers that a traveler on a budget can easily afford
wish to try, they must hire a skycoach of their own to the utterly opulent suites favored by visiting royalty.
to follow it—probably for an extended period. The The top level of the inn consists of four enormous rooms
Silverstreak Skycoach Rental Company is one of the that are often called mansions. The rooms on the levels
few organizations in town that can provide them beneath become progressively smaller and less luxuri-
with a vehicle for the required length of time. ous. Those on the bottom level are extraordinarily
• The PCs stumble across a dead body in a less-traveled cheap but borderline uncomfortable.
area. Investigation reveals that the corpse is that of The typical room in the Ten Tier Inn is 20 feet wide
a driver for the Silverstreak Skycoach Rental Com- by 40 feet long. The most sought-after rooms are those
pany. Even more troubling is the fact that neither farthest from the center because they have windows that
the driver nor his coach have been reported miss- look out over the city, and sometimes even balconies
ing—in fact, both are still in service. Serra Narim that allow guests to hail a skycoach directly from their
hires the PCs to discover who killed her employee rooms. The inn has had a problem with jumpers in the
and to protect her from the spy in her company, past, so every balcony is equipped with a feather fall trap
whom she suspects may be an assassin retained to (see Chapter 2 in Sharn: City of Towers). The rooms closer
kill her. to the center of the tower are slightly smaller and have
no windows, but they cost about 10% less to rent than
those on the perimeter.

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With the exception of the luxurious rooms on the to get away from their usual routines.
ninth floor and the suites on the tenth floor, the rooms The Hideaway’s entire floor is covered with a thick,
in the Ten Tier Inn have identical decor. Tan tiles cover gray rug. The dark-stained wooden tables are sturdy yet
the floor, except for a soft, off-white carpet on which elegant and built to seat either three or eight. The chairs

THE MIDDLE LEVELS


the queen-sized bed rests. A chest of drawers and two have high backs and cushioned seats upholstered with a
nightstands round out the furnishings, and a selection cream-colored fabric.
of periodicals produced within the city is placed on the Many regulars consider imbibing alcohol to be the
chest daily. The rooms on the two upper floors have best entertainment available here, but the customers
unique furnishings that include king-sized beds. enjoy socializing as well. Because people are encour-
In addition to sleeping chambers, the inn has two aged to mingle, boasting about adventures, genealogy,
ballrooms, which can be rented at a rate of 100 gp per or businesses is common. Embellishment of the truth
night. A catering service is also available for an addi- also occurs frequently, and many of the rumors floating
tional 20 gp. Musicians from throughout the city are around Sharn get their starts here. Occasionally patrons
sometimes paid to perform at special events presented engage in drinking games or other activities that lead to
here. Typically, these rooms are rented on a weekly basis later embarrassment.
and booked up to three months in advance. Music and dancing are available for those who seek
The room behind the counter houses a walk-in safe greater diversions than their comrades can provide. Siz-
to hold valuables (such as magic items, coins, gems, or able bands play here twice a week and during holidays,
other small objects) that guests do not wish to carry with as well as on certain special occasions. When musicians
them. The lock on the vault can be opened with a DC 35 are present, the tables that normally fill the front room
Open Locks check or a special code known only to the are moved to the side to provide space for dancing.
inn’s management. The cost for use of the safe is 5 gp The Hideaway is truer to its name than many would
per item up to 1 cubic foot in volume. imagine. It is owned by Guillome Boromar, one of
Although House Cannith owns the Ten Tier Inn, Sharn’s most successful crime lords. Guillome normally
its manager is a former adventurer named Edram maintains a subdued presence here, content to sip wine
Malthus, who was once known for his excursions into and watch others entertain themselves, although he
the Mournlands. Edram is a powerfully built man, occasionally calls attention to famous guests or good
now in his middle years. He stands 5 feet 8 inches tall friends. On occasion, however, he arranges meetings
and has short-cropped brown hair and sideburns that here with fences, assassins, and other criminal associ-
run almost to his chin. When not balancing the books, ates. These rogues hold conversations in the open, but
Edram greets visitors and inspects the rooms. On the out of earshot of the other patrons.
rare occasions when he speaks to guests about his travels The Hideaway also provides a convenient way for
to the Mournlands, he gets a distant look in his eyes, Guillome to launder his money. Though it is true that
and his demeanor changes. Some suspect that he was his clan keeps the city guard paid off, Guillome still
somehow fundamentally scarred by that alien landscape has enemies, some of whom would do anything bring
but doesn’t want to show it. him down. Guillome knows that if the flow of money
D Edram Malthus: Male human fighter 5/expert 4. into his coffers could be traced back to some illicit
enterprise, he would have a difficult time avoiding
Adventure Hooks justice, so he uses the Hideaway to account for the
Below are two adventure hooks involving the Ten Tier money he brings in. In fact, despite the popularity
Inn. of this place, Guillome actually loses a small amount
• The inn’s vault is emptied in what appears to be a of money on it each month due to the rent he pays,
random heist. Among the missing valuables is a relic the expensive drinks he imports, and the other costs
that was recently unearthed in Xen’drik. Further that he must absorb. Even so, however, it is worth the
investigation reveals that one of the members of the investment because it shields him from the liabilities
original expedition mysteriously disappeared about he would otherwise face.
a week ago. These two occurrences may be related, Guillome Boromar is a stout, muscular man. He
or they may be simple coincidence. stands 5 feet tall and has a square jaw and jet black
• A sworn enemy of the PCs checks into the inn. In a hair that he wears to collar length. He was born into
short time, the place is swarming with his thugs, all money and, true to his family’s skills, has collected
of whom are on the lookout for the characters. more through a number of criminal methods. Although
Guillome surrounds himself with an entourage of very
THE HIDEAWAY capable fighters, he is an intimidating foe all by him-
This establishment can best be described as a high-class self—particularly since his countenance suggests that it
watering hole. The Hideaway makes most of its money might be hazardous to cause him any trouble.
from travelers staying in the tower, but the city’s resi- D Guillome Boromar: Male human monk 5/
dents frequent it as well. It has a convenient location—on expert 6.
the same floor as a skybridge and only about 100 feet
from it—and is a favorite destination for those wishing

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Adventure Hooks for 1 minute. His ring is specially made to work on the
The following adventure hooks involve the Hideaway. cases, and it has no effect on ordinary walls of force.
• Matar Akari, a well-known and respected merchant The auras of the magic items in his cases range from
specializing in the import and export of food was faint to moderate. He does have a few more powerful
THE LOWER LEVELS

recently found dead, impaled upon one of the items in his shop, but he keeps those in the back room.
lower spires. He was last seen alive in the Hide- Customers are allowed to touch the magic items, but
away. Matar’s grieving widow believes that he was only under the supervision of Isan himself or one of his
murdered there, and that his body was tossed over three daughters, who help him run the shop.
the edge of the nearby skybridge. Some suspect that Isan Chashy is an older man with a ring of wispy
he was murdered by his competitor, another mild- white hairs that seem to fly in a hundred different
mannered food merchant, while others believe directions at once surrounding his mostly bald head. A
that he simply fell victim to a random act of vio- former adventurer himself, he is always happy to hear
lence. Alternatively, Matar may have been involved tales of PC expeditions.
in some illicit dealings of which nobody else was D Isan Chashy: Male human artificer 12/expert 5.
aware.
• Beora Galidden, a half-elf widow somewhat past Adventure Hooks
her prime, has recently taken up with Matthius Below is an adventure hook involving Isan’s Extrinsic
Osleu, a young human courtesan. Beora’s husband Emporium.
was a longtime friend of Guillome Boromar, and • Isan is in constant need of exotic material compo-
the latter has been watching over the widow and nents available only from other areas of the globe.
her children and ensuring that their needs are met In addition, his research frequently unearths details
ever since Galidden’s untimely death. The courte- of as-yet-undiscovered magic items that pique his
san strikes Guillome as the type of fop who would interest. He is always willing to pay adventuring
toy with Beora’s affections in order to acquire her parties to acquire such items, but he is seldom will-
wealth. Others agree with him, but Beora believes ing to pay more than half the market value for them.
that Matthius has good intentions. Guillome is cur- He fully realizes that if the adventurers he hires
rently looking for someone willing to investigate the manage to acquire the desired item, they could sell
courtesan’s background and dealings and dispose of it themselves and make twice as much for it. Thus,
him discreetly if he is found to be duplicitous. he sends only groups that he knows personally and
D Beora Galidden: Female half-elf aristocrat 7. feels comfortable with. However, if a party in his
D Matthius Osleu: Male human rogue 3/aristo- employ has lost a member or faced an inordinate
crat 2. amount of danger, he may compensate the group
with an additional 15% bonus.
ISAN’S EXTRINSIC EMPORIUM
This popular novelty shop is the culmination of Isan OTHER LOCATIONS
Chashy’s lifetime of travel, during which he saw every Some of the other prominent locations within the cen-
country in Khorvaire, traveled to Xen’drik several tral levels of Lyrandar Tower are detailed below.
times, and even once came within a few yards of the
shores of Argonnessen. Though Isan is no longer in The Royal Brelish
any physical condition to travel the rest of the world, his This dining establishment specializes in dishes made
shop brings the world to him. with beef. Its owners and chefs pride themselves itself on
Visitors to this popular novelty shop are greeted providing the tenderest, most flavorful beef in Sharn.
with the sights of Xen’drik. In the window are 1-inch- At the Royal Brelish, patrons can expect the finest steak,
tall replicas of Xen’drik’s pyramids and tiny pieces of ribs, prime rib, and roasts in the city.
colored glass touted as dragonshards. Exotic plants from
the mysterious continent grow in pots throughout the The High Abode
shop, and in the back stands a statue of a giant wearing Temporary housing is available in this three-level inn.
a light, flowing robe tied with a rope at the waist. Unlike the Ten Tier Inn, all the rooms here are priced
But Isan deals in more than just novelties—he also as cheaply as possible. The lodgings are far from opu-
sells a wide variety of magic items. An artificer of great lent, but the price for a night’s stay is half that of the
talent, he created many of the items for sale here. The hostel’s more successful competitor.
rest he traded for, found, or purchased.
Isan displays the nonmagical goods on the shelves
and keeps the magic items locked away in what appear to THE LOWER LEVELS
be glass cases. In reality, they are metal frames with walls People typically visit the lower levels of Lyrandar Tower
of force serving as the transparent panes. Isan can tem- for entertainment of a mature nature. Gambling halls,
porarily lower the walls of force with a ring that he wears cheaply priced rooms that can be rented by the hour,
on his right hand. When he touches one of the sides of taverns, and businesses where companionship can be
the case with it, the force wall winks out of existence purchased are common here.

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The lower levels of the tower also connect to the cogs. which he started this gambling house did not come to
Adventurers frequently travel down to those depths to him through honest means, but no one has ever found
explore the ruins of the ancient civilization upon which evidence of wrongdoing on his part.
modern Sharn was built and to challenge the numerous Rilfar has become quite wealthy during the fifteen

THE LOWER LEVELS


monsters that live there. years he has owned the Lucky Dragonshard Cardhouse.
The average patron loses 10 gp per evening, and at least
THE LUCKY DRAGONSHARD a thousand patrons visit the place every night.
CARDHOUSE Rilfar Smas: Male human rogue 5/expert 3.
Visitors to the lower levels of Lyrandar Tower can choose
from several locations for gambling. Most such estab- Adventure Hooks
lishments offer a wide array of card games, as well as The following adventure hook involves the Dragonshard
other games of chance, such as the roulette wheel and Cardhouse.
dice. The Lucky Dragonshard Cardhouse offers all of • The Triple Ruby, one of the Lucky Dragonshard’s
these games, plus a few more exotic events upon which main competitors, has recently begun stooping
people can wager money. to new lows to steal customers. Low-level wizards
The cardhouse occupies the central portion of a and sorcerers in the employ of the Ruby have been
floor one-tenth of the way from the cogs to the roof. entering the Lucky Dragonshard and using charm
The tower is nearly half a mile in diameter here, and spells to lure the high rollers away. Rilfar is furi-
the cardhouse occupies approximately one-third of the ous about this practice and has offered a reward of
level. The décor is exotic, and several of the rooms 2,000 gp to anyone who can reveal the identities of
in the Lucky Dragonshard are actually designed to the perpetrators.
simulate the other continents of Eberron. One room,
designed in a Xen’drik motif, has a mural of a vast jungle OTHER LOCATIONS
covering its walls, with a massive pyramid rising above Other prominent locations within this section of Lyran-
the forest canopy. Another room is festooned with life- dar Tower include the following.
like statues of mighty orc warriors, and the murals on
its walls reflect a Darguun theme. The Stocking and Gown
Despite its exotic décor, the primary reason that As the name implies, both men and women can come
people visit the Lucky Dragonshard Cardhouse is to here for an evening of companionship. A wide vari-
gamble. Many of the widely traveled gamblers who fre- ety of races is represented among the employees, and
quent this establishment maintain that every card game almost any special needs the client may have can easily
in existence can be played here somewhere. In truth, be accommodated.
however, patrons can wager their hard-earned money
on almost any game of chance. Madron’s
In one room, several tiers of seats surround a cen- This tavern is located very close to the cogs. Owned
tral platform with a padded floor. On weekends, fights and operated by a half-orc named Madron, the place
of various kinds take place in this chamber. On one is a haven for adventurers. Several groups consider
weekend two monks might be pitted against each other, Madron’s their usual meeting place, and all patrons are
and on the next, two longsword-wielding fighters, or invited to swap stories, recruit help, and have a drink
perhaps two individuals with wildly different fighting or two.
styles. These matches are not battles to the death—they
end at first blood, although a few fatal accidents have The Triple Ruby
occurred. This cardhouse is the primary rival of the Lucky Drag-
Another chamber houses a small theater with onshard. The Triple Ruby is in poor repair and features
several rows of seats facing the stage. While plays can fewer games and attractions than its rival does, but the
certainly be performed here, the room is most often winnings are commonly believed to be higher here.
used for illusionist exhibitions, in which illusionists
create dramas that play out on the stage. Such shows may
involve adventure, romance, intrigue, war, or a variety ABOUT THE AUTHOR
of other subjects. Some have no plot whatsoever; they are Darrin Drader was born in Pullman, Washington in
designed simply to impress the audience with the artist’s 1973, and he attended Washington State University
mastery of illusion. there. He has lived in western Washington for the past
The owner of the Lucky Dragonshard Cardhouse is eight years and is thrilled to be an employee of Wizards
a rogue named Rilfar Smas. This lithe, wiry man stands of the Coast, Inc. Darrin has done design work for Asgard
no more than 5 feet tall and has curly black hair, a mus- Online Magazine, d20 Weekly Online Magazine, DRAGON magazine,
tache, and a goatee. He does not come from a dragon- Star Wars Gamer Magazine, Bastion Press, and of course,
marked house, nor is he descended from a particularly Wizards of the Coast, Inc. His most recent credits
wealthy family. In fact, nobody is quite certain what include the Book of Exalted Deeds and Serpent Kingdoms.
his background is. Many suspect that the money with

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